Groetus (Symbol)

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Hey all,

the players in my campaign are members of a group of monster hunters (tracking down undead, thwarting would be demon summoners etc)

and they came across a Succubus. There's a war going on in her homeworld and she fled, claiming 'refugee asylum'. She posed herself as a cleric of the deity of lust and love and in fact even shacked up with one of the pc's and gotten pregnant by him.

9 months later, there's a baby. The PC has an NPC keeping an eye on things when he's off adventuring but now the head of the order has arrived at their castle, and the succubus (whom recently had gotten a demonic promotion as a bunch of Succubi demons got killed on her home realm, as such, she moved up on the ranks.) fears being persecuted or locked up by the head honcho, and convinces the PC to leave together towards a small town, and start a life there.

Now, the pc's have returned and found out that earlier that day, the succubus and her baby have left the castle. At the evening meal there's a bunch of grouchy faces stating how it's irresponsible and that any innocent blood will be on them.

The head honcho is in favor of tracking her down and putting her to the sword. However, if the PC's really want to give the Succubus a chance, he wants them to take responsibility for her actions, and he wants them to test her. It's one thing of 'playing nice' being around wary monster hunters while pregnant for 9 months long and 'not doing anything nasty'... moving to a farmer town community with low level townsfolk is of course a whole different ball game.

Any ideas on how to spicen up this plot? (already got a bunch of npc's part of the order intent on killing her anyway, regardless of orders, or if they can, framing her into making it -seem- the Succubus was behind it)

Tips? Suggestions? Red herrings?

Thanks


Hi there,

a PC is wanting to enchant Transformative Weapon on an intelligent magical GreatAxe.

The GreatAxe has a long history and has a relatively high Ego. It belonged to a legendary Barbarian that conquered the land from pesky Elves ages ago.

The PC doesn't have a proficiency in a Great Axe and wants to use the item as a Falchion (for the increased Crit range).

The question is this:

Can an intelligent weapon resist getting further enchantments placed on it?

And if not... can an intelligent weapon on its own revert back to it's normal shape? The transformative weapon description states it reverts back to when it's unattended. But unattended means dropped, not when placed back on one's back or in a scabbard.

It might concede to be allowed in combat to be used as another weapon (at least it gets to cut into something then, and be used) ; on the other hand, when idle, it will want to revert to its true form. It's not going to enjoy being a Falchion on the back of this Barbarian's back... or in his scabbard. ; so can it force it's own transformative weapon power to revert to it's true form? It wants to be seen and recognized as this legendary weapon after all. Soak in the glory so to speak.

Or does 'unattended' mean here... 'when not held in hand/wielded'?

The only reason he wants to keep the weapon as a Falchion around is to not having to use a standard action to change it again between combats (for instance, when the party might be hit in a surprise round or something of the sort)


Hi all,

Question:

A prisoner put into magical shackles gets hit by a 70+ hitpoint area effect of force damage rendering her unconcious and dying after the damage has been dealt. My question is this, she made her save (for half damage) but would not want to extend that save to her forcefully worn shackles (in fact, she'd even lift them into the blast hoping it would break the damn thing)

How would one go about such a thing? I take it the shackles get their own save? Or just take damage, apply metal hardness and then go from there?

Or does it mean that if the creature makes her save that goes for all equipment worn, even the involuntary ones?

So she was concious when the blast hit her, and unconcious and dying afterwards just to make that clear.

Thanks


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Hi everyone,

just for an idea on what might be possible...

what'd be the nastiest spell combination to make with metamagic added to them?

Like say:

A magic missile with the toppling spell metamagic feat to hit multiple creatures and have a great chance of knocking them prone with just a +1 on spell level. (the trip attempt is not based on the spell DC but on caster level + casting statistic modifier!)

or a cone of cold with the rime metamagic feat.

Post your most debilitating, deadliest combo's here please.

Cheers


Hi all,

In 3.5 you had the Malconvoker Prestige Class
Malconvoker

If I wanted to accomplish something similar in Pathfinder (Paizo only no 3rd party publishers)? What would be the best build route to take?

Wizard or Sorcerer?

Feats:
Spell focus:Conjuration (pre-requirement for Augment Summoning)
Augment Summoning
Superior Summoning
Evolved Summoned Monster

Traits? Spell suggestions? (Aside from all the summon monster spells I take it)

How would the rod of giant summoning work? It states it gains the giant subtype and as such adds racial hitdice apparently but how many for which creature? Or am I reading this wrong?


Hi,

What are efficient ways to either debuff a party with particular high set of saving throws, how to circumvent those in a way that keeps it interesting?

Think of spells that allow no saving throw, like waves of fatigue/exhaustion.

But debuff spells that make it harder to save (like a witch) tactics or feats or items that help in debuffing also help

Thoughts, suggestions?


Hey everyone,

anyone happen to know any creatures that do either Wisdom damage or drain?


Hi all,

after last month's NightCrawler encounter, I'm building up a new one, a major end of story climax battle.

Spoiler:

I'm intending to use the following map:

Lava map from the Haunted Temples map pack that I own.

I've got 6 players, all level 14, a Barbarian, a Sorcerer, a Bard, an Oracle, a Zen Archer and a Paladin.

I'm intending to use an Immortal Ichor and a beguiled NPC Unbreakable fighter (level 18) under the Immortal Ichor's influence that serves as it's bodyguard.

The prismatic sphere has an artifact underneath it that has caused a rift/merging of realms with the nightmare world. There are multiple ways of closing it, and that's what they're really there to accomplish. Underneath the floor tiles, there's a the nightmare realm world, and you can enter it from the room close to the artifact by willing it (and you end up on the other side and from there you can venture into the nightmare realm, as long as the artifact is still functioning)

to make matters worse, the nightmare realm is being invaded by another evil diety that wants to use the artifacts portal/merging of realms as a springboard to launch it's demonic forces into the prime material plane.

There's 2 armies in the nightmare realm... the forces of the slain deity (the immortal ichor) trying to keep the other demons at bay. The Immortal Ichor could call for help when pressed... letting them teleport in to aid, but doing so weakens their position and it could risk in those forces getting overrun by the much bigger army of the other bad guy deity. The PC's know about this going in.

The main objective is getting them to close the portal/switch off/destroy the artifact. Immortal Ichor + NPC Fighter will try to defend... and there will be some very minor low CR outer planars involved to stand in their way to frustrate them.

Teleportation magic like Teleport and Dimension Door is warded against in this room, so that simply won't work. (home team nightmare creeps know the password of course so can get around it)

The Sorcerer has two scrolls of Disjunction, but would need to get past the Prismatic Sphere effect first before able to cast the spell on the artifact directly. (Though the Barbarian has Spell Sunder)

I had an idea of plating the area around the artifact (20' across) with plates of 'Wall of Iron' on the floor. ; the artifact while active causing a magnetism effect. ; drawing people wearing metal armor or holding metal weapons to the wall of iron floor.

I was thinking of employing a mix of the Magnetic Field spell and the mythic use of the Wall of Iron spell

Still not sure how that exactly would/should work out though. Suggestions are welcome.

Any further ideas to further spice up or make this particular encounter more memorable?


Hi everyone,

a quick question, or actually three.

I've created an 18th level NPC bodyguard type with the following build:

The character sheet in question can be seen here:
NPC character sheet (thanks MageHunter, found in the FAQ how to format it to linkify :-) )

1) How to increase it's damage output without sacrificing protection versatility? right now with the whip it's 1d6+5 str +3 of weapon specialization.
Maybe swap Toughness for Power Attack? Or maybe Hammer the Gap? Any other ideas?

2) Did I do the math right when it comes to it's AC?
Right now it's AC 10 + 19 from heavy armor (reinforced heavy full plate) + armor specialization +8 from heavy shield +5 and two more from Shield Focus and greater shield focus +5 from +5 amulet of natural armor +5 deflection from ring of protection +5 gives it a base AC of 57. I didn't add the +4 AC from the Crane Wing feat as it requires to have a hand free and this build makes use of fighting with a shield and a whip (for reach and the bodyguard feat)

But using Combat Expertise would give a another +4 bonus to AC (18th level) as well as another +3 for fighting defensively and another +5 for a defending whip if everything goes into defense = AC 69 ; plus 1 more AC to AC70 when employing Haste (cause dodge bonuses stack)

3) The question comes from the fact that with this build I want the bodyguard to be able to protect it's ally as much as possible, but I want it to do some damage too so it won't get just flatout ignored. Also if people can point out weaknesses it has for the party to overcome that'd be nice. (Right now I see it's relatively low Will save as something they could exploit as well as using touch attacks) ; which is fine, that's what they'd need to concentrate on to bring this one down after all.

But this build works as follows:

Fight with caster ally standing behind you since anything that enters the threaten area will not be able to exit the threaten area via Stand Still and Pin Down as well all incoming missile attacks would veer towards him via Arrow Catching on the heavy shield. When making an attack action he fights defensively and use combat expertise to up personal ac and grant 1 adjacent ally a natural armor bonus equal to the dodge bonus from combat expertise and fighting defensively via Draconic Defender. Uses AoO to grant aid another ac to an adjacent party member via Bodyguard (+7 AC; +2 from aid another, +5 from Benevolant +5 armor) and an immediate action grants a shield bonus via Saving Shield. He can negate 1 melee attack, 1 ranged spell attack, and 3 ranged missile attacks a round via Armored Sacrifice, Ray Shield, Deflect Arrows, Missile Shield, and Arrow Deflection.

In short, any advice... and did I make any mistakes in my math here?

On second thought, maybe I should lose Crane Wing and Crane Riposte instead as they do require a free hand and I don't want to sacrifice either the whip (reach) or the shield (protection)

Thanks for replying.


Hi everyone,

a quick rules question

I intend to be using a Nightcrawler (nightshade) in combat soon.

The monster has the Vital Strike chain of feats, including, Greater Vital Strike.
The monster details can be found here:
http://www.d20pfsrd.com/bestiary/monster-listings/undead/nightshade/nightcr awler

It's got a massive 4d10 + 18 bite plus 4d6 cold and grab as attack option.

Does this mean that...

This thing can do a move action, move up to an opponent, and then employ Greater Vital Strike for a whopping 4x 4d10 = 16d10 + 18 bite plus 4d6 cold damage? ; and as sweet topping it can cast a swift quickened Cone of Cold after that too?

Ouch.

Or am I doing something wrong here?

Just thought I'd check before the body count hits on game day. (Although they're 13-14th level, they ought to be able to bring it down)


Hi everyone,

I'm needing some advice on running a castle siege. What I've got so far:

6 PC's of 12th level.

spoiler warning in case any of the Players happen to check the Paizo boards before the session next Saturday... you've been warned. :P

Spoiler:

an NPC cleric created a Lord's banner of Crusades with a hallow effect containing Death Ward as the spell in there. It makes those within a 40-foot radius and able to see the banner gain the benefits of the Death Ward spell.

a small army of npc monster hunters of around 180 NPC's, 20 NPC's staying behind for supporting the campsite outside. (ranging levels 3 - 10 )

A scary castle on top of a rock with a bunch of scary vampires inside.
The vampire lord master saluted them for their courage (from the safety of the castle tower) upon their arriving, and he opened up the castle gate at that after using an artifact to blot out the sun (temporarily) ; vampires don't die on exposure to sunlight in my campaign, but they do get a -8 penalty on all attributes while being exposed to it. (and if one drops below 0 they're rendered unconcious/helpless until the sun goes down again or if someone takes them out of the exposure)

Anyway, the plan was to use a makeshift battering ram and storm the gates after that. Now that the gates are opened, they're hesitant to storm in cause of course it will be an ambush of some sort.

Ways of how this may play out:
a) The party attacks with the main group and storms the gates. Past the gates, below the castles courtyard, there's a whole number of incorporeal undead (mostly wraiths) hiding in sewer tunnels/dungeon areas below the courtyard to rise up through the floor and attack the incoming army. The real ambush is that among them there are 3 banshees however strategically placed that will start wailing to maximum effect when the most of the army has gone through the gates. I do expect heavy losses here on the army side, but that's intentional, PC's ought to get the benefit of the banner and get a +4 on their saves if they choose to go this route.

b) Spamming greater invisibility and fly spells (they got a sorcerer among them) they can scale the walls of the castle on their own away from the main group. The ambush will still happen but they will be safe from the banshees as chaos envelops in the courtyard and find another way inside.

c) the castle has a small port on the seaside, they may try to sneak in through that way as well. (and be oblivious to what happens on the courtyard).

d) Whatever else they might think up I haven't taken into consideration yet.

After the Banshee ambush, the vampire lord will try to persuade remaining survivors to turn sides, promising immortality to those that will heed his call. (The monster hunter group has been infiltrated by a few of his minions of course)

The castle has numerous of steel pipes running through them, with little holes in them in each room. (they can be used for the vampires to assume gaseous form in and then quickly and safely make their way throughout the castle, or as an escape route to fall back and regroup, given they have fast healing)

Along their way to the BBEG, the vampire lord, they'll fight some gargoyles and his lieutenant minions

the BBEG vampire Lord, is a 20th level antipaladin, some of the higher level npc's will fight him in different skirmishes during the battlefield and fall to his blade... if the battle goes poorly he'll retreat to his last stand using gaseous form and the escape route steel pipes.

The last stand encounter when they go after him as he retreats into the blasphemous temple beneath the castle. He's heavily armored and will strike at them underwater in a flooded room with darkness active(doesn't need to breathe and has freedom of movement active).

Another thing planned is the holding cells/torture chamber where they keep their prisoners to feed from. All the poor souls that died down there have caused to form a Haunt, and will have the effect of a 'Harm' spell on any living creatures arriving in the room. (Saves apply of course). If anyone tries to dimension door or teleport within the castle walls, they'll get teleport trapped and redirected to this location.

The PC's got backup characters made that are also participating in the siege, and I warned them they might be needed. If they hesitate too long, or make poor decisions, their orders' army will suffer dearly for it. (the idea is that after the encounter the surviving PC's will lead the Order and rebuild them) ; so how much/many of the order survives depends on the PC's actions entirely.

---

So that's what I got worked out so far on in. Anyone got any advice on how to further spice up this momentic/awesome milestone event encounter?

Thanks already.


Q: Does damage from the Clustered Shots feat apply as precision damage when fighting an Elder Water Elemental for example?

DR10/-

Would the damage reduction be applied only once as per the feat description or be applied to each seperate attack because it is immune to precision damage (elemental trait) and so the feat does not apply. I know sneak attack is listed as an example of precision damage but what would you guys rule in this case?

Thanks already.